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Research & DevelopmentGot a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

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at first you copy all the code from the bite-offset and start replacing 08-bytes with FF until the game restarts exactly at the end of the animation If the animation plays fine, then you removed a 08-byte that didn't belong to the animation. If it stops midway, it was not the end of the animation and you have to restore it and replace the next 08 byte.
Alternatively in about 99% of all the cases an animation starts with 00 xx 27 or 00 xx 28 meaning you could search for the next 00 xx 27 or 00 xx 28 after your animation so just search for it at offset 1C3190 this way saves MUCH time :D

When you got your bite-animation-data just remove the final 08 bite and add the particles you need.

Now for the particles:
To get the thunder particle is quite easy: just remove the first 02 xx xx 3E 08 xx ... you see and all code until the next 02 xx xx 3E 08 so you remove the punching part. Then add the rest of the animation at the end of your bite animation, making them play after each other.

The fire- and ice-particles are harder to get, but if you remember which part you deleted in the thunderpunch animation this shouldn't be a big problem if you want to remove the ring of fire/ice in the beginning, just remove everything before the punch except the 00 xx 27 or 00 xx 28 parts as they load the graphics. If you want the ring to play BEFORE the bite, paste the bite animation at the position where you deleted the punch

Italics is where I added the fire punch particles, all I did was delete a 08. I had forgotten to at the beginning and the move was just bite. When I removed it, now it stops after the bite?

OH, I SEE IT! I MISSED A 08 after a 0B. Ugh.

It works:

I used exactly the code above. It's a little low when used on you, for my tastes, but it works. I'll post Ice Fang and Thunder Fang when I have the time to play with them. I just wanted to show you code works. It bites, the bite disappears, and the particles appear, if that bothers anyone.

And for the self-bubbles:
Find the offset of the waterfall animation and copy it then start cutting of bites from the end until about a line after the first 02 xx xx 3E in the waterfall-animation (usually the 05 byte after it if there isn't any you have to experiment a little here) and then add your impact animation If you want a nice tail animation try the knock-off-animation which pretty much resembles the gen VI and V tail-attack-hit's animation

And for the self-bubbles:
Find the offset of the waterfall animation and copy it then start cutting of bites from the end until about a line after the first 02 xx xx 3E in the waterfall-animation (usually the 05 byte after it if there isn't any you have to experiment a little here) and then add your impact animation If you want a nice tail animation try the knock-off-animation which pretty much resembles the gen VI and V tail-attack-hit's animation

That's only the ice particles. However, when used in battle, it does nothing (well, it bites, but no particles). Not sure where I went wrong.

Edit: There was a part in the beginning, 5 spaces long that I removed. 0A 03 0C 0C 08. I didn't see them as all that important and thus I removed them. Should I reenter those?

Double Edit: I removed an extra 08 (right after the third 27) that had snuck in. Now it crashes after the bite.

Triple Edit: I discovered I missed an entire 02 xx xx xx 3E anyway, so I got rid of that. Then it crashed again.

Quad-Edit-ruped: I tried it on Thunder Fang, and it crashed again. It goes from the bite to the restart. I removed everything from the first 02 xx xx xx 3E to the last 02 xx xx xx 3E 08 and it doesn't work. Maybe I misunderstood your directions. And I know you said "next", but that just seems insanely long compared to the fire particles. I even tried to reverse engineer the fire particles and just can't seem to see the logic.

And for the self-bubbles:
Find the offset of the waterfall animation and copy it then start cutting of bites from the end until about a line after the first 02 xx xx 3E in the waterfall-animation (usually the 05 byte after it if there isn't any you have to experiment a little here) and then add your impact animation If you want a nice tail animation try the knock-off-animation which pretty much resembles the gen VI and V tail-attack-hit's animation

no problem :D I stumbled across the knock-off animation when i created a dragon tail attack that should also disable the foes item and thought well knock off sure looks like a tail attack :)

EDIT.: If you want the star that shows the impact to be blue (for the more waterish feeling), go to the last 02 xx xx 3E in the knock off animation (and you entire animation) which should be the star marking the impact. Go to that position ( 3E xx xx ) and copy the animation data you find here (should start with yy 27 yy 27 ... 08) and is 24 bytes (1,5 lines) long to some place (i prefer the end of my animation) and then repoint the 02 xx xx 3E to that position. After that you just have to experiment and replace the second yy byte in your yy 27 yy 27 part (which is responsible for the colour) with another palette (as your bubbles start with 00 zz 27 or 00 zz 28 you can just copy that zz value and replace the second yy value with it) so you get the blue impact star. :)

As for the fangs try to leave out the bite part and start with the punch-animations again and just remove that 02 xx xx 3E part for the punch :) and i think you misunderstood the part about removing everthing between two 02 xx xx 3Es :o you just have to remove about 1 line and a little more so when you see a 05 or 04 14 or 19 one line lower this is normally where you have to stop deleting :)

As for the fangs try to leave out the bite part and start with the punch-animations again and just remove that 02 xx xx 3E part for the punch and i think you misunderstood the part about removing everthing between two 02 xx xx 3Es :o you just have to remove about 1 line and a little more so when you see a 05 or 04 14 or 19 one line lower this is normally where you have to stop deleting

Every 02 xx xx 3E 08 is highlighted. The part italicized is the part I believe you're talking about. I've removed that, it just goes back to start. I think I'm getting hung up on where to start the removal.

Edit: I removed ALL of the underlined. It now works--HOWEVER! However, there's a quick black fade-in, fade-out at the end. The original fades to black a bit. I'm not sure what part caused that. I don't know WHY removing the underlined worked, but it did. Now I just want to remove the black fade part.

Double Edit: FIXED IT! I started at the end and changed bytes that differed between Fire Punch and Ice Punch until the fade disappeared. Here's the Ice Fang code:

The italic bits are the Psybeam waves. I've edited in the background (01, I stole the ending from Pursuit because I honestly couldn't figure out how to close non-moving backgrounds). It works as is. I'm just curious if anyone knows if it's possible to change the palette of the particles without affecting Psybeam itself. I was also planning on using this for Dragon Pulse.

Edit: I've found that 7E edits the color of the target.

Spoiler:

First is 30, Second is 00, and the Third is FF. HOWEVER, that's only changing 7E. The 5F changes it too, the 00 before doesn't seem to do anything, and the 0E after it is unrelated to this change (and crashes the game if you change it. That'll learn me).

Beware that 02 24 7B 3E 08 xxxxxxxxxxxxxxxxxxxx is the code for changing the background colour.

Editing the particles colour or even the particles used is possible :) I gave Garuga17 instructions on how to change the stars color in the knock-off-animation before :)
Here is a quick summary:

1. The particle type and palette is already defined in the 02 xx xx 3E 08 part. So you have to go to the adress it points too (02 12 34 3E 08 points to 0x3E3412) and copy the 24 bytes long code you find there (zz 27/28 zz 27/28 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 08). That zz in the code should also be at the start of your attack animation in any of these 00 zz 27/28s.

4. The first zz is for the particle used, the second one for the palette. If you want a particle in your attack to have another palette search for another attack that uses a particle with that attack. (Let's say you want your psybeam-rings to have shadow-balls palette which is C0). So you have the psybeam zz 27/28 zz 27/28 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 08 at 912345 and replace the second zz which is for the palette with C0 (for the shadow ball ball with psybeams palette replace the first zz and for the normal shadow ball replace both). That way you get every attack particle-palette-attack combination possible.

5. As in most cases the new particles/palettes are not loaded yet, add a 00 .. 27/28 at the beginning of your animation for every particle or palette used where .. stands for the particle or palette used (so 00 C0 27 at the beginning for our dark rings)

Hi guys, I try to recreate draco meteor, so I used one of meteors from eruption (changed color from red to violet) , colored BG (violet one). Everything works fine, but one thing: after attack is perfomed pokemon sprites become violet. Can somebody help me?
code I used:

no problem :D I stumbled across the knock-off animation when i created a dragon tail attack that should also disable the foes item and thought well knock off sure looks like a tail attack

EDIT.: If you want the star that shows the impact to be blue (for the more waterish feeling), go to the last 02 xx xx 3E in the knock off animation (and you entire animation) which should be the star marking the impact. Go to that position ( 3E xx xx ) and copy the animation data you find here (should start with yy 27 yy 27 ... 08) and is 24 bytes (1,5 lines) long to some place (i prefer the end of my animation) and then repoint the 02 xx xx 3E to that position. After that you just have to experiment and replace the second yy byte in your yy 27 yy 27 part (which is responsible for the colour) with another palette (as your bubbles start with 00 zz 27 or 00 zz 28 you can just copy that zz value and replace the second yy value with it) so you get the blue impact star.

As for the fangs try to leave out the bite part and start with the punch-animations again and just remove that 02 xx xx 3E part for the punch and i think you misunderstood the part about removing everthing between two 02 xx xx 3Es :o you just have to remove about 1 line and a little more so when you see a 05 or 04 14 or 19 one line lower this is normally where you have to stop deleting

I've just been making Aqua tail too, following your advice to use Knock-off. However I really can't find the end to knock off, i've been trimming it down to every 08 i could and either, the whole animation would play out and freeze OR after excess trimming it would freeze mid animation. Do you happen to know the last line of the data?

Edit: I'm 100% certain that the Knock Off goes from offset 1D4A0F and finishes at 1D4A9E, because there is a pointer to a new move at 1D4A9F. However even with all this copied and combined with Aqua Tail, the end of the move freezes. In the mean time I've used Slam and it works.

Has anyone tried yet to compare Razor Leaf with Magical Leaf? I think using Magical Leaf's "rainbow" effect for moves like Draco Meteor would be cool. I took a look at this a while back, I'll post what I found later.

I've just been making Aqua tail too, following your advice to use Knock-off. However I really can't find the end to knock off, i've been trimming it down to every 08 i could and either, the whole animation would play out and freeze OR after excess trimming it would freeze mid animation. Do you happen to know the last line of the data?

Edit: I'm 100% certain that the Knock Off goes from offset 1D4A0F and finishes at 1D4A9E, because there is a pointer to a new move at 1D4A9F. However even with all this copied and combined with Aqua Tail, the end of the move freezes. In the mean time I've used Slam and it works.

So i've found a rather interesting bug with one of my animations,
after implementing a new move animation into the new move slot,
for some reason whenever a target is poisoned, instead of displaying
the 'poison damage' they bullet punch themselves in the face.
Does anyone know where the poison damage might be located so
I can check for overlaps?

Edit: I can confirm this does not happen with burns, paralyz or anything else. Just the poison.

My English is so bad……
It's nice,but I can't remember these codes.For example,05 0E C7 59 1D.Should I remember them for a long time?I want to make notes and read them when I do that.
Please give me some advice,thanks.

Has anyone come up with a X-Scissors animation? I keep playing with Fury Cutter, but everytime I think I get something working, tinkering a bit with it just makes it crash and not work. I can't even seem to successfully nail down the animation of the move itself, let alone make it play back to back, change the direction, or make them play at the same time.

Has anyone come up with a X-Scissors animation? I keep playing with Fury Cutter, but everytime I think I get something working, tinkering a bit with it just makes it crash and not work. I can't even seem to successfully nail down the animation of the move itself, let alone make it play back to back, change the direction, or make them play at the same time.

I've just been making a few more animations. I was trying to make scald and gunk shot from Hydro pump.
But I've noticed that moves like Hydro Pump and Sonic Boom that use repeating animations, don't follow the conventional structure 0f 02 xx xx xx 08, rather they seem to have animations that follow an 0E xx xx xx 08 structure, where xx xx xx 08 is a pointer to a table which is comprised of 02 xx xx xx 08. I've tried going to these locations and copying them to free space and repointing to that area, but this causes the animation to freeze. So this makes it difficult to change the palette. I was wondering if anyone knows more about this particular area.

EDIT: After some research, I've been able to successfully copy the 02 XX XX XX 08 data existing where the 0E xx xx xx 08 points to, and move it and change all the pointers. However when I copy the information at the pointer 02 xx xx xx 08 to a new offset and change the 02 xx xx xx 08 to point to that area that is when the animation freezes.

EDIT2: I'm an idiot. I was only copying 20 bytes as opposed to the 24 at 02 XX XX XX 08. It works now. So for those that want to change the colours or animation particles for a repeating animation such as Sonic Boom or Hydro Pump look for the 0E XX XX XX 08 pointer, and follow it to XX XX XX. Then copy the bytes from the start of that offset until you reach an F9 89 09 08. This signifies the end of the animation. Copy it to a new offset and change all the pointers. Then change the pointers in that to the 02 XX XX XX 08 animation in the new 0E XX XX XX 08 animation. Make sure to add the palette load at the beginning of the original animation. Sorry if I didn't explain this particularly well. It's a tad convoluted.

EDIT3: I've been doing some more research, and have found that by mixing Amnesia's background effect with different backgrounds such as the Dark type background, leads to some rather interesting combinations. It seems to take the palette and play a scrolling colour effect, which could be interesting for certain backgrounds.

EDIT3: I've been doing some more research, and have found that by mixing Amnesia's background effect with different backgrounds such as the Dark type background, leads to some rather interesting combinations. It seems to take the palette and play a scrolling colour effect, which could be interesting for certain backgrounds.

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